Thoughts: No Attributes/ Unlimited Inventory?

Post » Fri Feb 18, 2011 11:38 pm

With the talk about no attributes would this mean unlimited inventory since there is no factor in for strength. Personally I wouldn't mind them dropping the weight limit and loot capacity since it serves no real purpose. In Oblivion I would just cast a million buffs and if I didn't have buffs then I would just go back and forth from point A to a Vendor untill I sold everything or planted it at my house. Honestly all this did was take up gaming time, If they gave me more consequential decisions then I could see this working better for instance if I travel from point A to a vendor or my home and came back it disppeared or some robbers took it or were there to stop me from taking it.... I would gladly welcome "Carry Capacity" for now like I said it's just proven to take up gaming time. Ofcourse an unlimited inventory would somewhat leave homes slightly useless, but a home should be more than just a "Inventory Chest" anyhoo.

My arguement is let's focus on fun and not on back tracking for loot. Either come up with a consequence for dropping loot or give give us unlimited carrying capacity.

Here's another idea...
Go into a certain mode where you can't attack or do anything but move and fast travel... Call it "Back Packing" or something... This is basically your carried carrying unlimited cargo so he can travel from point A to B. You'll have the penalties like, can't run, can't fight, cast basically all you can do is WALK and maybe even slowly for that matter. http://www.impactlab.net/wp-content/uploads/2010/10/Giant-Backpack-673.jpg
Kinda like this. Only make the back pack a giant santa sack?

Any other thoughts on this? Oh this also applies if we do have attributes.. I still think the way we transport loot is redundant, tedious, and flat our boring.
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celebrity
 
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Post » Sat Feb 19, 2011 12:38 am

...They should bring back Daggerfall's carts instead
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Melanie
 
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Post » Fri Feb 18, 2011 9:10 pm

yeah, one part of me thinks its pointless to have a carry capacity, but the other (immersion loving) part of me thinks it needs to be in there, though it hasnt given me a reason why ;)
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Sarah Evason
 
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Post » Sat Feb 19, 2011 9:33 am

a static value, determined by your body type. you can further advance it through the perks for whatever skill acrobatics and athletics have been merged into.
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Heather Stewart
 
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Post » Fri Feb 18, 2011 11:46 pm

Why the hell are people saying that there will no longer be attributes?
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The Time Car
 
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Post » Sat Feb 19, 2011 4:47 am

Why the hell are people saying that there will no longer be attributes?


This is the word going around, but this topic is more focused on Inventory, Loot, and Carrying Capacity.
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Jerry Cox
 
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Post » Sat Feb 19, 2011 3:16 am

Why the hell are people saying that there will no longer be attributes?


Because there was a screenshot somewhere showing part of the "character sheet" part of the interface and there were no attributes visible and nobody from Bethesda has categorically refuted the "OMG no attributes?!?" claim.

Short version: Blatant assumption based on dodgy information or lack thereof.
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victoria johnstone
 
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Post » Fri Feb 18, 2011 10:52 pm

I wouldn't mind if they limited the inventory. I have always put self imposed limits on the amount my characters can carry. I understand some people would hate this though and your backpacking mode sounds like a good compromise :lightbulb:
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Doniesha World
 
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Post » Sat Feb 19, 2011 3:32 am

You know what would be an awesome idea? If they removed anything that wasn't just combat, dialogue, and leveling up. I mean, it's basically just walking around picking up random loot, walking around some more, and then selling the loot and repeating the process. It's completely boring, right? RIGHT? Let's just focus on the fun, not the walking around doing nothing and picking up loot.

Seriously, Todd and Co need some help streamlining this game- it's just not streamlined enough yet.
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Claudia Cook
 
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Post » Sat Feb 19, 2011 4:16 am

I would think carrying capacity would be regulated by multiple levels of perks. But would it be governed by a skill such as Athletics? What if Athletics is not in Skyrim? Then I wonder if all perks correspond with a skill, or if there are more general/miscellaneous type perks.
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Katey Meyer
 
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Post » Fri Feb 18, 2011 8:22 pm

Well, I thought that one reason for limiting carrying capacity is so people don't pick up heaps of cups and plates and stuff like that, and sell it to get lots of money really easily. But if you're going to play that way, you're probably just going to pick up as much of that stuff as you can, given your carrying capacity, and then go back for more once you've sold it. :shrug:

But I think one important motivation for encumbrance is that it simulates, in a different way, having stat requirements to use a weapon/armour. So, instead of needing X Strength to equip a certain bit of armour or weapon, you're limited by your encumbrance. Stronger characters can carry heavier - and more durable - armour, and use weapons which deal more damage. Weaker characters can still use these items, but it comes at a cost to other aspects - not being as fast, less magic effectiveness, etc.
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Marcus Jordan
 
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Post » Sat Feb 19, 2011 12:09 am

I could imagine going down the 7000 steps in a wagon...by the time you get to the bottom, you would be traveling so fast, that whatever you run into...will be flattened.
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Antony Holdsworth
 
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Post » Fri Feb 18, 2011 6:17 pm

I wouldn't mind if they limited the inventory. I have always put self imposed limits on the amount my characters can carry. I understand some people would hate this though and your backpacking mode sounds like a good compromise :lightbulb:


Honestly it might look a little funny, but TES takes itself a little to seriously anyway, plus it works. :)
I remember seeing a book title with a bunch of adventurers outside a sacked dungeon and along side the adventurers was a huge sack of goodies and all I could think is... Wow that's gonna take awhile before they get that anywhere but hey... it'll be worth it :)
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Chloe Botham
 
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Post » Fri Feb 18, 2011 11:03 pm

Then we won't have any illogical weight issue.
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Jesus Sanchez
 
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Post » Sat Feb 19, 2011 9:46 am

I think one of the biggest illusions we as gamers labor under is that attributes are absolutely critical and necessary to the functions they serve.

What is an attribute? It's a name with a number next to it. That's all. What does the attribute by itself do? Nothing. In combination with a function that is given a direct relationship to that attribute, then raising or lowering it can do something. But is an attribute the only way that function can be managed? No.

They could link the function to a skill, or a combination of skills. When skills that seem to have a relationship to strength increase, they could have an invisible attribute performing the function of strength go up in tandem. Or it could be an average. Or it could be a combination of race and level (example: Orcs and Redguards have higher initial carrying capacity than Bosmer, and as they level, it gets higher.) Or it could be associated with level by itself. It could be a perk we can take.

All you would ever see under any of those potentials would be your emcumberance capacity rising as you leveled, raised a skill (or skills,) etc. You wouldn't ever have to see a magical attribute called "strength."
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Damned_Queen
 
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Post » Fri Feb 18, 2011 8:46 pm

You know what would be an awesome idea? If they removed anything that wasn't just combat, dialogue, and leveling up. I mean, it's basically just walking around picking up random loot, walking around some more, and then selling the loot and repeating the process. It's completely boring, right? RIGHT? Let's just focus on the fun, not the walking around doing nothing and picking up loot.

Seriously, Todd and Co need some help streamlining this game- it's just not streamlined enough yet.


:flamethrower:
HEY PUT IT DOWN... ... ...PUT IT DOWN!
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Matt Fletcher
 
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Post » Sat Feb 19, 2011 5:20 am

My personal preference for weight/inventory is either of the extremes. So, either unlimited inventory so there is none of the tediousness of looting that weight/inventory limits tend to yield or a very limited 'pseudo realistic' system. If it's the second option and I still need the money generated by selling loot, then I'd prefer a pack animal of some description.
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Stephy Beck
 
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Post » Sat Feb 19, 2011 5:48 am

I think one of the biggest illusions we as gamers labor under is that attributes are absolutely critical and necessary to the functions they serve.

What is an attribute? It's a name with a number next to it. That's all. What does the attribute by itself do? Nothing. In combination with a function that is given a direct relationship to that attribute, then raising or lowering it can do something. But is an attribute the only way that function can be managed? No.

They could link the function to a skill, or a combination of skills. When skills that seem to have a relationship to strength increase, they could have an invisible attribute performing the function of strength go up in tandem. Or it could be an average. Or it could be a combination of race and level (example: Orcs and Redguards have higher initial carrying capacity than Bosmer, and as they level, it gets higher.) Or it could be associated with level by itself. It could be a perk we can take.

All you would ever see under any of those potentials would be your emcumberance capacity rising as you leveled, raised a skill (or skills,) etc. You wouldn't ever have to see a magical attribute called "strength."


Nail. On. Head.
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JeSsy ArEllano
 
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Post » Fri Feb 18, 2011 5:29 pm

I think one of the biggest illusions we as gamers labor under is that attributes are absolutely critical and necessary to the functions they serve.

What is an attribute? It's a name with a number next to it. That's all. What does the attribute by itself do? Nothing. In combination with a function that is given a direct relationship to that attribute, then raising or lowering it can do something. But is an attribute the only way that function can be managed? No.

They could link the function to a skill, or a combination of skills. When skills that seem to have a relationship to strength increase, they could have an invisible attribute performing the function of strength go up in tandem. Or it could be an average. Or it could be a combination of race and level (example: Orcs and Redguards have higher initial carrying capacity than Bosmer, and as they level, it gets higher.) Or it could be associated with level by itself. It could be a perk we can take.

All you would ever see under any of those potentials would be your emcumberance capacity rising as you leveled, raised a skill (or skills,) etc. You wouldn't ever have to see a magical attribute called "strength."


I'm with you 100%.
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Roberta Obrien
 
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Post » Sat Feb 19, 2011 5:21 am

I think one of the biggest illusions we as gamers labor under is that attributes are absolutely critical and necessary to the functions they serve.

What is an attribute? It's a name with a number next to it. That's all. What does the attribute by itself do? Nothing. In combination with a function that is given a direct relationship to that attribute, then raising or lowering it can do something. But is an attribute the only way that function can be managed? No.

They could link the function to a skill, or a combination of skills. When skills that seem to have a relationship to strength increase, they could have an invisible attribute performing the function of strength go up in tandem. Or it could be an average. Or it could be a combination of race and level (example: Orcs and Redguards have higher initial carrying capacity than Bosmer, and as they level, it gets higher.) Or it could be associated with level by itself. It could be a perk we can take.

All you would ever see under any of those potentials would be your emcumberance capacity rising as you leveled, raised a skill (or skills,) etc. You wouldn't ever have to see a magical attribute called "strength."


Did you copy this from the Diablo 3 Forums??
Kidding, and I agree
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Ash
 
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Post » Sat Feb 19, 2011 3:23 am

What does the attribute by itself do?
It determined the relationship between skills of that type and gave values to basic character value sets.

Nothing.
Except that it determined the relationship between skills of that type and gave values to basic character value sets.
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Joey Bel
 
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Post » Sat Feb 19, 2011 7:53 am

It determined the relationship between skills of that type and gave values to basic character value sets.

Except that it determined the relationship between skills of that type and gave values to basic character value sets.


Only because it was the thing that they associated with that relationship. As I said, there are other, possibly not even visible, ways to accomplish this.
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Jonathan Egan
 
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Post » Fri Feb 18, 2011 9:31 pm

yeah, one part of me thinks its pointless to have a carry capacity, but the other (immersion loving) part of me thinks it needs to be in there, though it hasnt given me a reason why ;)
Because having to pick and choose your loot is fun. Being able to carry everything removes thought and consideriation from the activity. Your inventory becomes something detached from the game and everything ends up going into it with a resounding 'whatever'. A bucket? Sure, throw it in. A rat's spleen? Why not. A Ring of Awesomeness? Put it with the rest of the junk.
And as always, something is much more valuable to you when you actually had to make sacrifices to get it :)
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Ronald
 
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Post » Sat Feb 19, 2011 9:15 am

Do it like Fallout. Unlimited capacity but when you pass encumbrance you move slower/can't jump/ etc.. This is the backpacking mode mentioned except instead of allowing fast travel you get to defend yourself while you walk.

/thread
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Jessica Thomson
 
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Post » Sat Feb 19, 2011 5:04 am

I think one of the biggest illusions we as gamers labor under is that attributes are absolutely critical and necessary to the functions they serve.

What is an attribute? It's a name with a number next to it. That's all. What does the attribute by itself do? Nothing. In combination with a function that is given a direct relationship to that attribute, then raising or lowering it can do something. But is an attribute the only way that function can be managed? No.

They could link the function to a skill, or a combination of skills. When skills that seem to have a relationship to strength increase, they could have an invisible attribute performing the function of strength go up in tandem. Or it could be an average. Or it could be a combination of race and level (example: Orcs and Redguards have higher initial carrying capacity than Bosmer, and as they level, it gets higher.) Or it could be associated with level by itself. It could be a perk we can take.

All you would ever see under any of those potentials would be your emcumberance capacity rising as you leveled, raised a skill (or skills,) etc. You wouldn't ever have to see a magical attribute called "strength."

This^
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DeeD
 
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